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D&D 5E Let's list the "broken" spells

Stalker0

Legend
Glyph of warding has an oddity. By the book you can use it to store beneficial spells that are immediately placed upon you...and it handles concentration for you.

That means you can stack concentration spells on yourself and you don't have worry about concentration checks.

Now it's easy to RAI it as harmful spells only, but otherwise it works differently than intended imo
 

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Dausuul

Legend
Forcecage is fine, 1500 gp per cast and you csn range attack.
It's not 1500 gp per cast. It's 1500 gp that you pay once and then you can cast it as much as you want. The rules around material components have changed; spells do not consume their material components unless the description specifically says so.
 

If the DM rules that a wall of force blocks line of sight/line of effect for spells, then it does indeed make a monster essentially unkillable for the duration. Forcecage, however, does not, if you cast the barred version. Most monsters either lack ranged attacks or have relatively short range limits--e.g., a red dragon's breath weapon only extends 90 feet. Stand outside that range and you can nickel and dime the monster to death with arrows. Even if you have to attack with disadvantage, you'll grind it down long before the spell ends.
As a DM I would totally rule that a forcecage grants 3/4 cover. 1/2 inch bars each 1/2 an inch apart is far too small to reasonably get an arrow through. They're pretty much arrow slits.
And since the enemy cannot attack, it will just defend itself with dodge. So +5 to its AC and all attacks have disadvantage.

Sooooo many better 7th-level spells to use. Unless you really need to separate a couple deadly monsters or want someone alive.
 

drjones

Explorer
That's only if you cast it in the middle of a fight. Cast it at the beginning of the day, maintain concentration for 1 hour(automatic if no one is attacking you), and become a Red Dragon for as long as you want.

Don't think so:
Duration: Concentration, up to 1 hour
"[FONT=sans-serif, Arial, Verdana, Trebuchet MS]The transformation lasts for the duration, or until the target drops to 0 hit points or dies." [/FONT]

[FONT=sans-serif, Arial, Verdana, Trebuchet MS]Unless you are only worried about the permanent version. But that is a level 9 spell, if the players want to stop being level 19 wizards and start being dragons.. why not at that point?[/FONT]
 

Quartz

Hero
Is it certain that contagion doesn't require 3 failed saves before the disease hindrances kick in? I don't have it in front of me, but typical disease mechanics for d20 systems would be that you are infected/afflicted with a disease, then after its incubation time suffer the full symptoms. Given the week duration and 3 failed saves system, it is logical that contagion works that way. It even compares well to Flesh to Stone.

Cause as far as I can tell, comparing to everything else in the system, that spell cannot mean that you are (stunned or whatever) for 3+ rounds straight, saves need not apply.

I'm looking at the spell description on p227 of the PHB and can see no mention of stunning. Also, the spell doesn't take effect for at least 3 of the target's turns.
 

Sadras

Legend
Glyph of warding has an oddity. By the book you can use it to store beneficial spells that are immediately placed upon you...and it handles concentration for you.

One of its limitations is that if the object (you in your example) moves more than 10 feet away from where the spell was cast - the spell ends without being triggered.

As for the rest of the "problematic" spells listed on this thread, I think a lot of the posters are forgetting that most of the spells they are commenting on as broken and what not are high level spells which equates to high level play which means your Wall of Force will be Disintegrated by the beholder's eye-stalk or the Medusa's stare will still be able to petrify you or the adult dragon your are facing will fly around or break through the ground beneath to get to your weakling wizard...etc. Not all DMs are skilled enough to run high level adventures (I myself have little experience above 10th).

And Sleep and Polymorph are not broken - play with them first before theory-crafting this thread to madness. :yawn:
 

Dausuul

Legend
I'm looking at the spell description on p227 of the PHB and can see no mention of stunning. Also, the spell doesn't take effect for at least 3 of the target's turns.
Don't have my PHB in front of me, but my recollection is that the spell takes effect instantly. The saving throws are to determine whether you shake off the effect, or whether you're stuck with it for the next week.

The stun effect is a result of choosing Slimy Doom. When you have an entire party unloading on the target, it's pretty well guaranteed to take at least 1 damage every round. (The fact that Slimy Doom also imposes disadvantage on your saving throws against Slimy Doom is just adding insult to injury. Or, in this case, injury to more injury.)

Against a monster that's part of a larger encounter, contagion is reasonably balanced. The issue is that it's a legend-killer; use it against a single solo monster and that monster is hosed. Legendary resistance is supposed to prevent such shenanigans, but in this case it fails because the spell doesn't grant an initial save and you have to make three saves to get rid of it.
 

Quartz

Hero
Another spell, I've seen derail a situation fast is inflict wounds. 1st level spell - 3d10 damage. It will take down ANY first level character on an average roll.

Inflict Wounds is a huge offender IMO. Not only will it take down any first level character, it will kill outright any first level character with a d6 or d8 HD. And it can critical for 6d10 damage. That's enough to perma-kill 3rd or even 4th level characters on an average roll and to drop 5th or 6th level characters.
 

Mistwell

Crusty Old Meatwad (he/him)
My reply from the WOTC boards:

1) Contagion: - Requires successful melee spell attack (and of course follow-up damaging attacks each round to maintain the stun, which goes away likely after the third round).

2) Wall of Force: - You can't attack your foes in the sphere, as much as they can't attack you. It breaks line of effect.

3) Forcecage: Same as Wall of force, you can't attack them, unless it is the cage version, in which case they can attack you (and they are likely high level, so probably have something to attack you with at range too).

4) Polymorph: CR does not represent a foe able to fight the entire party. It means roughly a foe able to fight one person, and if you try some examples out I think you will find it's not so great.

5) True Polymorph: Casting time is an issue (it's a ninth level spell - not the entire party can take the form of a dragon, unless some petty mortal humanoids are fine hanging out with an actual red dragon for days), and impact of the spell physically changing your mind to be the thing you changed into, like changing your mind into that of a red dragon.

These are significant draw-backs and mistakes that are relevant. None of these spells looks broken to me.
 
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variant

Adventurer
And Sleep and Polymorph are not broken - play with them first before theory-crafting this thread to madness. :yawn:
Yeah, this thread is filled with nothing but theorycrafting. A lot of poor understanding of the rules too.
 
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